What is it about?
The increased consumption in many sectors of the population, of every type of videogame, is easily verifiable. However, studies show that compulsive consumption does not generate by itself the media autonomy necessary to train this new “homo interneticus’ as a true critically-minded consumer and creative producer, as a “prosumer”. The development of this ability, which allows the critical analysis of audiovisual content and active participation, is a great challenge in present society. In this study, we will describe the six dimensions that shape media competency, and review the literature related to educational games that validate their didactic potential.
Featured Image
Why is it important?
The progressive increase of videogame sales in the world, as well as its omnipresence in the leisure time of the population, is evident.
Perspectives
Read the Original
This page is a summary of: The development of media competency in the consumption of video games, Applied Technologies and Innovations, November 2015, Prague Development Center,
DOI: 10.15208/ati.2015.08.
You can read the full text:
Contributors
The following have contributed to this page